Anatomy of a Texture

agentlien.github.io

94 points by Agentlien 18 hours ago


I just uploaded a new article describing how a modern video game texture is stored in graphics memory, why it's done this way, and how it may differ between platforms.

It is called Anatomy of a Texture.

finn888 - 9 hours ago

Spent way too long trying to get a rusty metal texture just right in Unity once. The PBR pipeline is no joke.

essai57 - 15 hours ago

Really nice article, thanks for writing it! I recently dabbled in some of this in connection with modding a game and there encountered the hierarchy you describe of mips, tiles, blocks and texels, so very relatable. Great write-up!

taylor-tg - 16 hours ago

Really enjoyed this, refreshing to read something passionate and hand written. I had no idea how much complexity existed in something as innocuous as handling textures between platforms.

Also pretty cool getting a glimpse into the work 505 does helping developers get their games in front of more people. I had no idea 505 was the publisher[0] for so many recognizable titles.

[0] https://en.wikipedia.org/wiki/List_of_505_video_games

cubefox - 14 hours ago

Suggestion: Adding dates to your blog posts would be helpful. The first sentence mentioned "last year" and I was confused what that meant since the post was undated.

augment_me - 15 hours ago

Why not compress the texture using NTC, VAE-VQ or some neural codec into a general embedding space of uint8 and then just expand and create mipmaps and similar using the target hardware standard?

ethan-winters - 3 hours ago

enjoyed this

- 18 hours ago
[deleted]
cineticdaffodil - 11 hours ago

[dead]

doormatt - 17 hours ago

Fantastic read! Not even a hint of LLMisms.